tommybahama
Adventurer
#5 Should be Run Away.
In a recent encounter, we ran into a group of werewolves. Our spell casters threw down area of effect spells between our party and the werewolves so that they would take massive damage trying to get to us. So the werewolves just ran away. We had to drop our spells and chase after them. It became a much more balanced encounter after that.
In the Jack Vance stories mages are always scheming to steal each other's spells, including by murder. That might limit how free wheeling your players are with magic if they know NPC spell casters might learn of their amazing power and plot and scheme against them for their spell books. It might include very powerful beings wanting to bind them into a pact of some sort. . .
In a recent encounter, we ran into a group of werewolves. Our spell casters threw down area of effect spells between our party and the werewolves so that they would take massive damage trying to get to us. So the werewolves just ran away. We had to drop our spells and chase after them. It became a much more balanced encounter after that.

In the Jack Vance stories mages are always scheming to steal each other's spells, including by murder. That might limit how free wheeling your players are with magic if they know NPC spell casters might learn of their amazing power and plot and scheme against them for their spell books. It might include very powerful beings wanting to bind them into a pact of some sort. . .
